You didn't design the individual buildings? Even their design is auto-generated?
Well no. The buildings are made out of individual floor parts and yes I did design those.
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Well no. The buildings are made out of individual floor parts and yes I did design those.
Excellent job with them! I was thinking that that was what she was asking about. If you were auto-generating the building designs too then I would have been desperately wanting to become your new disciple, heh heh.
[EDIT] Wait, I just realized you said "Floor-parts". So is each building randomly constructed out of floor-parts?
Excellent job with them! I was thinking that that was what she was asking about. If you were auto-generating the building designs too then I would have been desperately wanting to become your new disciple, heh heh.
[EDIT] Wait, I just realized you said "Floor-parts". So is each building randomly constructed out of floor-parts?
Yes, There are (currently 8 different types of buildings, 6 in your version but I'm adding new types right now). Every building type has a set of different floor parts to chose from. These are randomized for a single building
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Yes, There are (currently 8 different types of buildings, 6 in your version but I'm adding new types right now). Every building type has a set of different floor parts to chose from. These are randomized for a single building
I have just become aware that this mod is even more awesome than I originally thought it was.
I had assumed that you were randomly distributing a set of completely pre-made buildings, but what you are doing is on a whole 'nother level of random customization! This method will make far more unique worlds. My hat is off to you.
This is the sort of mod that makes Minecraft fun to play again if someone is feeling burned out on it.
It is actually even more complex then that. In the buildings that I'm working on right now there are different random parts for cellars, ground floor, other floors and also the top of the building. In addition the interior of every floor is randomized as well. This gives for a big number of different looking buildings
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Is there a way to change switch the worldgen option in-game to and from the lost cities generator?
For a private server we generated a city and then set the worldgen to something other than lostcities and it started making other terrain, is there a way to turn it back on via save data?
Is there a way to change switch the worldgen option in-game to and from the lost cities generator?
For a private server we generated a city and then set the worldgen to something other than lostcities and it started making other terrain, is there a way to turn it back on via save data?
I don't understand what you mean? How did you generate a city and then set worldgen to something else?
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
There is a server configuration file that is created when you create a server with forge, it has all of those options and basically once we had the city as large as we wanted we changed the worldgen and it simply started creating regular minecraft landscapes, I was just wondering if anyone had tried that and if they had tried enabling it again.
What loot tables are used? Is it just the village blacksmith or are different tables used for different buildings, biomes, or what?
There are different loot tables used. It is randomized. There are two custom loottables for Lost Cities. Note that you can also configure this. There is documentation here:
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Thank you so very much for making this mod. It is literally beyond my dreams. I used to try running mod packs with various pre-made city maps and it was never very satisfying. This is exactly the play experience I wanted - and with it being wordgen and with the config options it's even better.
I expect this mod will be my default Minecraft experience for a long time.
Thank you so very much for making this mod. It is literally beyond my dreams. I used to try running mod packs with various pre-made city maps and it was never very satisfying. This is exactly the play experience I wanted - and with it being wordgen and with the config options it's even better.
I expect this mod will be my default Minecraft experience for a long time.
Glad you like it :-)
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
It appears that when this mod is used alongside RFTools it's treated as an unpowered dimension, does changing its dimension id to something like 533 solve this problem?
What? That shouldn't happen. How are you getting this exactly? Did you already have an rftools dimension at 111 perhaps?
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
It happened when I generated the world using the Lost Cities option, it whould be fine for a few minutes but it'd then aflict me with unpowered dimension drawbacks and eventually kill me.
Well but you didn't answer my question:
'Did you already have an rftools dimension at 111 perhaps?'
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Then I don't see how this can happen. Can you show me some logs?
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Minecraft doesn't finish loading before it crashes with:
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from The Lost Cities (lostcities)
Caused by: java.lang.IllegalStateException: This is not a JSON Array.
I assume it's the file I created because it ran fine before I did that. The json is valid though.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Hey! Awesome mod. It just fine to create zombie apocalypse modpack! Can i customize loot chest in cities? I need to add few items from other mod (guns, ammos, food, etc) to chest loot. If it impossible, can u add this thing, that would be great! Best regards!
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fantastic work, my wife and i love the mod! i am having a strange issue with spawning the cities though and i'm not sure if i'm not understanding how the generation works in the config files and could definitely use some help. for reference i am running with biomesoplenty and using the lost cities bop option for world generation
i am able to control the overall probability of cities spawning with the cityBiomeFactorDefault parameter. this seems to be working as i was expecting it to. i assumed that cityBiomeFactors parameter overrode the default with a per-biome probability but it doesn't seem to work that way. right now the only biome i have any control over is the ocean biome and any other biome i put in has no effect at all. i thought maybe it was an issue with the bop biomes but i added tundra as well with no luck.
here's the snippet of the config file i've changed -
cities_default {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=0.04
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
chaparral=.3
tundra=.25
wasteland=.6
river=0
frozen_river=0
ocean=.2
frozen_ocean=.2
deep_ocean=.04
bog=0
glacier=0
kelp_forest=0
mystic_grove=0
ominous_woods=0
quagmire=0
sacred_springs=0
coral_reef=0
bayou=0
>
it's entirely possible i typed something wrong. any help would be much appreciated
Well no. The buildings are made out of individual floor parts and yes I did design those.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Excellent job with them! I was thinking that that was what she was asking about. If you were auto-generating the building designs too then I would have been desperately wanting to become your new disciple, heh heh.
[EDIT] Wait, I just realized you said "Floor-parts". So is each building randomly constructed out of floor-parts?
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Yes, There are (currently 8 different types of buildings, 6 in your version but I'm adding new types right now). Every building type has a set of different floor parts to chose from. These are randomized for a single building
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
I have just become aware that this mod is even more awesome than I originally thought it was.
I had assumed that you were randomly distributing a set of completely pre-made buildings, but what you are doing is on a whole 'nother level of random customization! This method will make far more unique worlds. My hat is off to you.
This is the sort of mod that makes Minecraft fun to play again if someone is feeling burned out on it.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
It is actually even more complex then that. In the buildings that I'm working on right now there are different random parts for cellars, ground floor, other floors and also the top of the building. In addition the interior of every floor is randomized as well. This gives for a big number of different looking buildings
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Is there a way to change switch the worldgen option in-game to and from the lost cities generator?
For a private server we generated a city and then set the worldgen to something other than lostcities and it started making other terrain, is there a way to turn it back on via save data?
I don't understand what you mean? How did you generate a city and then set worldgen to something else?
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
There is a server configuration file that is created when you create a server with forge, it has all of those options and basically once we had the city as large as we wanted we changed the worldgen and it simply started creating regular minecraft landscapes, I was just wondering if anyone had tried that and if they had tried enabling it again.
What loot tables are used? Is it just the village blacksmith or are different tables used for different buildings, biomes, or what?
There are different loot tables used. It is randomized. There are two custom loottables for Lost Cities. Note that you can also configure this. There is documentation here:
https://wiki.mcjty.eu/mods/index.php/Lost_Cities
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Sweet!
Thank you so very much for making this mod. It is literally beyond my dreams. I used to try running mod packs with various pre-made city maps and it was never very satisfying. This is exactly the play experience I wanted - and with it being wordgen and with the config options it's even better.
I expect this mod will be my default Minecraft experience for a long time.
Glad you like it :-)
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
What? That shouldn't happen. How are you getting this exactly? Did you already have an rftools dimension at 111 perhaps?
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Well but you didn't answer my question:
'Did you already have an rftools dimension at 111 perhaps?'
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
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Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Then I don't see how this can happen. Can you show me some logs?
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
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I made a companion mod called Lost Souls to make The Lost Cities more challenging if you want that:
https://minecraft.curseforge.com/projects/lost-souls
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
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Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Here's the minecraft/config/lostcities/userassets.json I created:
Minecraft doesn't finish loading before it crashes with:
I assume it's the file I created because it ran fine before I did that. The json is valid though.
Add [] around that. The wiki is updated
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Hey! Awesome mod. It just fine to create zombie apocalypse modpack! Can i customize loot chest in cities? I need to add few items from other mod (guns, ammos, food, etc) to chest loot. If it impossible, can u add this thing, that would be great! Best regards!
fantastic work, my wife and i love the mod! i am having a strange issue with spawning the cities though and i'm not sure if i'm not understanding how the generation works in the config files and could definitely use some help. for reference i am running with biomesoplenty and using the lost cities bop option for world generation
i am able to control the overall probability of cities spawning with the cityBiomeFactorDefault parameter. this seems to be working as i was expecting it to. i assumed that cityBiomeFactors parameter overrode the default with a per-biome probability but it doesn't seem to work that way. right now the only biome i have any control over is the ocean biome and any other biome i put in has no effect at all. i thought maybe it was an issue with the bop biomes but i added tundra as well with no luck.
here's the snippet of the config file i've changed -
cities_default {
# List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ]
S:allowedBiomeFactors <
>
# The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
S:cityBiomeFactorDefault=0.04
# List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
S:cityBiomeFactors <
chaparral=.3
tundra=.25
wasteland=.6
river=0
frozen_river=0
ocean=.2
frozen_ocean=.2
deep_ocean=.04
bog=0
glacier=0
kelp_forest=0
mystic_grove=0
ominous_woods=0
quagmire=0
sacred_springs=0
coral_reef=0
bayou=0
>
it's entirely possible i typed something wrong. any help would be much appreciated